Heya, just a small question
What's the best way to cap the linear speed of btRigidBodies?
I was looking, and don't see any obvious standard constraints that would do the job - am I missing something there?
Should I just calculate the speed each frame and apply a force on the body in the opposite direction if it's too high?
Perhaps directly set the velocity of the body if I find the speed is too high, simply scaling the vector down a little? That last one doesn't seem to sit well overall [directly setting velocities usually bad...]
Thank-you very much,
Gary (-;
Speed Capping?
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Re: Speed Capping?
In most cases, it is fine to clamp the linear velocity, after calling stepSimulation.
The angular velocity is already clamped to a maximum in void btRigidBody::integrateVelocities(btScalar step).
Please let us know if this causes problems for you,
Erwin
The angular velocity is already clamped to a maximum in void btRigidBody::integrateVelocities(btScalar step).
Please let us know if this causes problems for you,
Erwin